var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
    else for (var s = t.length - 1; s >= 0; s--)(n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("AudioManager"),
s = t("GameConstant"),
l = t("GameLogic"),
c = t("Util"),
d = t("AssetsManager"),
h = t("BombExplode"),
p = cc._decorator,
u = p.ccclass,
f = (p.property,
function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e._gameManage = null,
        e
    }
    return n(e, t),
    e.prototype.init = function(t) {
        this._gameManage = t,
        this._gameLogic = new l.GameLogic
    },
    e.prototype.onCollisionEnter = function(t) {
        var e = this._gameLogic.getColliderCarTag(t.tag);
        e != s.Collide_Car_Tag.Left && this.onExplode(e)
    },
    e.prototype.onExplode = function() {
        var t = this;
        r.default.Ins.playSound(s.audioManager.rocket_hit),
        c.Util.getAssets(c.Util.getBundle(d.BundleName.XIE), "Prefabs/game/skill/bombExp").then(function(e) {
            var o = cc.instantiate(e);
            o.getComponent(h.default).init(t._gameManage),
            o.setPosition(t.node.parent.position),
            t._gameManage.container.addChild(o),
            t.node.destroy()
        })
    },
    a([u], e)
} (cc.Component));
o.default = f